Things have slowed down. IMO, it's partly because the village exploration is underwhelming (I agree, but wished to try it anyway: I've learned something from it). I will move things along and proceed to the castle when I update tonight (about 4-5 hours from now). Cheers!

The daytime investigation of the village bears little loot or information. This is somewhat frustrating, but you eventually start to wonder if someone, or something, hasn't cleaned up and removed all traces...

The lagoon has a great carcass on its shore. It's a sea drake, of small size. The area around it tell of a fierce battle. The claws fit the marks on the longship and there are electricity scorch marks here as well.

Pavel finds marks that seem to indicate bodies were dragged, in the direction of the castle...

Garand spends a long moment viewing the dead sea drake. He has never seen a dragon-kin so close, even such a small specimen, and that the creature could so damage a longship speaks volumes to the power it had in life, and the power that those who slew it must also possess...

Perception1d20 + 9 ⇒ (18) + 9 = 27

Approaching the castle, he notices that some attempt at stealth is being attempted, and shakes his head, knowing that attempting to encourage bear-spirit to move with stealth will be like teaching stones to dance or fire to sing.

While Pavel would normally look over the drake with great enthusiasm, something about the stillness of Brinewall tempers his curiosity about the new creature or the ship and corpses of his father's people, the Ulfen.

Izumi stays near the rear of the group, moving slowly to try and keep his armour from clanking too loudly. The group is moving towards the gate, and even one errant clank could give away their presence to anyone watching from the castle.

The more silent members approach the rusted iron gate. The gate is closed and locked, but appears to be in poor condition. In a corner of that long room, they can make two bedrolls. Two creatures seem of regular size are bundled under blankets and seem to be sleeping. The location of the bedrolls makes it very difficult to shoot at them, but not impossible.

Pavel scopes the place out a bit, looking for a lever or release for the gate on the opposite side and marking the breathing of the sleeping figures before quietly looking over the walls to see how difficult a climb over the wall would be.
Perception: 1d20 + 7 ⇒ (5) + 7 = 12

Pavel silently looks to everyone else. He makes a hook with a finger, then pantomimes whirling a rope above his head. Seeing that no one has a grappling hook, he quietly smacks his forehead before stretching his arms and fingers and sizing up the wall. With two fingers, he points to his eyes, then to the sleeping... things. Watch. Spitting in his palms, he begins the tough climb over the battlement.

Pavel moves like a giant spider with speed and assurance, up to the top of the building. A fall would have been a nasty thing...

Movement, from the corner of his eyes, make him hug the rooftop. On the other side of the castle, on a tower's rooftop, two dark figure move back and forth. They look like humanoid crows with oily black feathers, glittering eyes, and sharp beaks. In the place of wings though, they show two muscular arms, ending in sharp claws as hard as rocks.

From his vantage point, he can move around the battlements, but he'd be very exposed. He spots several doors leading into the other buildings.

This barren courtyard of hard-packed earth contains clumps of tough-looking weeds, furrows in the ground as if made by taloned feet, and chalky white mounds of dung the size of human heads.

Pavel makes his way into the gatehouse without waking the two sleeping forms in the corner. He quickly sees the levers operating the two gates. One is marked "Outside" while the other is marked "Inside". The gates are old and rusty. The process of opening a gate will certainly generate a lot of noise.

The gate is lifted in a cacophony of screeching noises, allowing you complete access to the gatehouse!

Everyone gets a surprise round.

Pavel can charge at the sleepers. The others can get in position. I'm not near a map, but assume the sleepers are at the end of the left side of the gatehouse. Raith and Izumi are at the gate, Garand and Sorin are thirty feet from it.

Izumi readies his weapon and shield and moves in to charging range. He didn't like attacking sleeping enemies, but Ameiko's wellbeing was at the forefront of his mind, his concern for her blocking out any conceptions about honourable combat.

Round 1 - Pavel and Sorin
Pavel presses his attack, swinging with his shield and sword. The sword cuts through the waking creature, felling it before it rises. Somehow, the creature is still trying to get up, profusely bleeding. Pavel crashes his shield into it as it rises, (1d4 + 1 ⇒ (4) + 1 = 5) hitting it with a killing blow. Still it gets up!

Pavel gets another shot at it as it tries to get up (1d20 + 4 ⇒ (12) + 4 = 16; 1d8 + 3 ⇒ (7) + 3 = 10) This time, the beast stays down.

"Subdue the last one if you can!", Sorin hisses, looking for any additional enemies, his crossbow at the ready.

Round 1 - Second SleeperThe second beast though rises and shrieks in defiance. Black feathers cover his humanoid body. His arms end up in fists, but its beak is sharp and its talons are like steel...

Fireclaw mentioned he'd be away for the weekend. From the look of it though, he won't be able to get in melee until Bear-spirit moves in. So Group 1 can post right away (Pavel and Sorin).
Raith, roll perception please.

Izumi found he couldn't charge the enemy. Too many bodies already in there. Perhaps he could take the outside route and flank the beast. He would leave himself open while setting up though. It was a risk he was willing to take.

Round 1 - Raith, Izumi and Garand
Garand directs bear-spirit to attack the crow-man, while attempting to plant an arrow in the creature. The arrow misses, but the bear’s claw find their mark. Blood flies and the birdman shrieks.

Raith stays in position. He sees two creatures on the battlement, but they don’t seem to have realized what is going on.

Izumi found he couldn't charge the enemy. Too many bodies already in there. Perhaps he could take the outside route and flank the beast. He would leave himself open while setting up though. It was a risk he was willing to take.

Secret Rolls:

1d20 + 3 ⇒ (11) + 3 = 14; 1d4 + 1 ⇒ (2) + 1 = 3

But the creature can’t find an opening and Izumi ends up where he wanted.

Round 2 - Pavel and Sorin
Pavel strikes out at the remaining birdman with the flat of his sword. The sword connects with a loud stump.

Sorin drops the crossbow, letting it dangle on its cord around his neck, and freeing his hands. Sorin chants quickly his hands weaving through a quick spell.
"Valk."
A whistling white streak of light shoots from Sorin's hands and flies to a point directly before the bird-man's eyes where it pops, flashing directly into the creature's eyes.

Secret Rolls:

1d20 + 4 ⇒ (11) + 4 = 15

The creature remains unphased though...

Round 2 - Second Sleeper
The bird creature, feeling cornered, explodes at Pavel in a furious lashing of claws.

Izumi uses his newfound tactical advantage to pressure the beast. He gets close to him, making powerful swings awkward. He follows this strategy up with a piercing attack with his sword - the only thing that would work at this range.

The onslaught of bear-spirit and Izumi proves too much for the beast and it finally goes down, albeit only with its last breath. It seems these monsters have a tenacity that makes them fight, only to die standing!

Raith, as he keeps an eye on the surroundings, can tell that the two creatures on the other side of the battlements have resumed their patrol.

As the conversation turns to the next step in their entry of the castle, Izumi peers up the ladder. "If we are indeed taking this castle by force, it would be important to secure the battlements first. Not only would it provide us with a better view of both our surroundings, but also, if we try to move into the courtyard first and they are on the battlements, it will be much more difficult to fight them."